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Mr. Tomski has graced us with another release, all on his own! Here’s what’s new.

Included in 1.9.8 are a few minor fixes, as well as some hot fixes for box2d build errors from 1.9.7.

Support for iPhoneX by default in new projects was added. For existing projects you can just add the launch images as shown in this commit https://github.com/libgdx/libgdx/commit/02dcf57e567e6fcb72cc4bf9ac981adfd20ee2ae

We’ve also updated to Bullet 2.87.

And it wouldn’t be a libGDX release without at least one breaking change! FrameBuffers ‘basic’ constructors are back, no more static methods to instantiate basic versions of FrameBuffers.
This is to make it easier for subclassing and extension. See https://github.com/libgdx/libgdx/pull/4882 for discussion.

Update time. All brought to you by Tomski, marking the first time in libGDX history that someone else did the release!

Heres ya loot drops.

Important and breaking changes

GLFrameBuffer has been refactored

For creating standard FrameBuffers, FloatFrameBuffers, and FrameBufferCubemap use the new static methods in the respective classes.
For creating custom FrameBuffers, use the respective FrameBufferBuilder.

An example for building a custom FrameBuffer with multiple colour attachments and a depth attachment:

GLProfiler has been refactored

In order to support Lwjgl3, GLProfiler has been refactored to be instance based instead of static.
Create an instance of GLProfiler by passing in the Graphics interface. Feel free to make the instance you obtain static.

If you use MobiDevelop’s RoboVM fork make sure to update your Eclipse/IntelliJ IDEA/Android Studio plugin. It works with iOS 10 devices, but does not work with the Xcode 8 beta just yet.

In other news, Multi-OS Engine has been open-sourced by Intel. It’s now being maintained by its originator, Migeran, who previously sold the IP to Intel. We will update to the OSS version in the coming week(s) and do another release.